TableValue class stores a Lua table (complex data structure), extending from Class.Value. It's designed for synchronizing table data across all clients in a networked environment, such as player inventories, game settings, or complex state objects. IMPORTANT: Values should be changed on the server side. The Changed event should be connected on the client side to receive updates. NOTE: You can optionally pass a player object as the third parameter to associate the value with a specific player. Alternatively, you can concatenate the player ID to the name: "ValueName" .. tostring(player.id)
Properties
Represents the synchronized table value. Changes trigger notifications across clients via the Value.Changed event.
local inventory = TableValue.new("Inventory", { coins = 100, gems = 5 })
inventory.value = { coins = 150, gems = 7 } -- Syncs to all clients
print("Coins: " .. inventory.value.coins)
Updated 13 days ago